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pathfinding for tile based games #45457
05/09/05 10:07
05/09/05 10:07
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

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mk_1  Offline OP

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Joined: Dec 2000
Posts: 4,608
Fast A* pathfinding for games based on a tile map. Test level and small documentation included.
download

C&C please, stars appreciated (hey, just a joke, I don't care about them)


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Re: pathfinding for tile based games [Re: mk_1] #45458
05/09/05 10:26
05/09/05 10:26
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
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FeiHongJr  Offline
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Joined: Oct 2003
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Sounds like a great contribution cant wait to check it out Just wanted to say thanks before hand. Ill be sure to rate you 5 stars if i havent allready


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Re: pathfinding for tile based games [Re: FeiHongJr] #45459
05/10/05 12:05
05/10/05 12:05
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
Thanks for the contribution.

To clarify, when he says it's for tile based games, he doesn't mean a 2D game. The code requires you to break up your 3D world into zones(tiles) and it uses those to determine the path. If a tile is toggled off then it ignores it, so the player can only traverse "on" tiles. I haven't tested it yet but I remember it from an old demo from long ago and it was the best point & click pathfinding I'd seen for 3DGS. It's superior to the code in the A* package I linked to(see Index). That code doesn't work 100% esp. with complex levels.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: pathfinding for tile based games [Re: Orange Brat] #45460
05/10/05 12:31
05/10/05 12:31
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

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mk_1  Offline OP

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It is indeed for 3d games. A comparable game is "Silent Storm". About the "old demo from long ago": I wrote a new one and it's better than ever. I'll post a little demo soon.


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Re: pathfinding for tile based games [Re: mk_1] #45461
05/10/05 21:00
05/10/05 21:00
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
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Hi there!
Though from what i can see it looks pretty good, but could you please upload the path.wad file? That's missing! Still, it shows what you made is good.


Cheers


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For more info visit: Innervision Software
Re: pathfinding for tile based games [Re: PHeMoX] #45462
05/10/05 21:08
05/10/05 21:08
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

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mk_1  Offline OP

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Just replace the textures. You don't need the path.wad I think (remove it from the texture manager).


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Re: pathfinding for tile based games [Re: mk_1] #45463
08/23/05 20:24
08/23/05 20:24
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

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mk_1  Offline OP

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Found two small bugs. The download link's still the same so just redownload it.


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Re: pathfinding for tile based games [Re: mk_1] #45464
08/23/05 21:57
08/23/05 21:57
Joined: Mar 2004
Posts: 216
YeaWhatever Offline
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YeaWhatever  Offline
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Joined: Mar 2004
Posts: 216
This sounds real interesting. Could you make it available in zip format?


Windows XP, SP2 Commercial Edition V6.31.4 Pentium 4 CPU 3.4Ghz (2 CPUs) 510MB RAM NVIDIA GeForce FX Go5200 64MB
Re: pathfinding for tile based games [Re: YeaWhatever] #45465
08/23/05 22:15
08/23/05 22:15
Joined: Dec 2000
Posts: 4,608
mk_1 Offline OP

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mk_1  Offline OP

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